Mind Blast
This power sends psionic energy into the brains of targets causing extreme pain and damage.
Range: Eye-to-eye LOS
Duration: Instantaneous
Effects: 2d8 + 1d8/level of geass user hit points of damage
Sigil:
To activate the geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass user’s ME bonus.
The target can make a parry roll against the geass, but with a -2 penalty.
The geass user can attack a total number of targets equal to his ME score divided by 2, rounded down, or up to his total number of attacks that round.
Multiple targets require one (1) strike roll each, taking up one (1) action per strike roll.
A target affected by the geass will suffer 2d8 hit points plus 1d8 hit points per level of geass user of instantaneous damage.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
Sense Geass
This power allows the user to sense the effects of a geass or a geass user himself.
Range: 500 meters radius
Duration: 1d6 + 1 round/level of geass user
Effects: can detect geass or geass user within radius (see below)
Sigil:
Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
Identify Geass
A more powerful form of Sense Geass, this power gives the user the ability to sense the effects of a geass or the location of a geass user. This power also gives the user the ability to correctly identify the nature of the geass ability sensed.
Range: 500 meters radius
Duration: 1d6 + 1 round/level of geass user
Effects: can detect geass or geass user within radius (see below)
Sigil:
Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
The Identify ability can be used by rolling equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) + 10% extra bonus to successfully identify the nature of the geass ability being sensed by the user.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
Dispel Geass
A more powerful form of Sense Geass, this power gives the user the ability to sense the effects of a geass or geass user. This power also gives the user the ability to cancel a geass effect on a geassed person, or negate a geass attempt of a geass user.
Range: Sense - 500 meters radius; Dispel - Eye-to-eye LOS
Duration: Sense - 1d6 + 1 round/level of geass user; Seal - instantaneous
Effects: sense geass; dispels geass effects; negates geass attempts by others
Sigil:
Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
The Dispel Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
To activate the dispel geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass user’s ME bonus.
The target can make a parry roll against the dispel geass, but with a -2 penalty.
This dispel geass ability can only be used once (1) per three (3) rounds.
The dispel geass user can attack only one (1) target with the ability.
If the dispel geass attempt is successful, all geass effects of the target geass user is negated, and the geass user cannot use his geass for 1d4 rounds afterwards.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
Seal Geass (Reversible)
A more powerful form of Dispel Geass, the user can detect the effects of a geass or a geass user himself. This power also gives the user the ability to seal the geass ability of a geass user, rendering it useless. This also gives the user the ability to unseal a sealed geass.
Range: Sense - 500 meters radius; Seal - Eye-to-eye LOS
Duration: Sense - 1d6 + 1 round/level of geass user; Seal - instantaneous
Effects: sense geass/geass effects; seals/unseals geass
Sigil:
Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
The Seal Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
To activate the seal/unseal geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass user’s ME bonus.
The target can make a parry roll against the seal geass, but with a -2 penalty.
This seal/unseal geass ability can only be used once (1) per day.
The seal/unseal geass user can attack only one (1) target with the ability.
If the seal geass attempt is successful, the seal geass is rendered unusable permanently, or if it is unsealed.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
Memory Alteration (Reversible)
The Emperor of the Holy Britannia Empire has the bird-shaped sigil marking on both eyes and uses his Geass to alter any of the victim's memories to his liking. Beyond erasing memory, the power inscribes false memories on top of the original, and can even seal another person's Geass, rendering it unusable. The Geass is still breakable by finding out about the true memories that was sealed. C.C. has confirmed it was V.V. who gave him his Geass.
Range: Eye-to-eye LOS
Duration: Permanent (reversible)
Effects: memory is altered; geass ability is sealed/unsealed
Sigil:
The Memory Alteration Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
The Memory Alteration ability can be used once (1) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, the geass user can read the memories of a target within his own mind. The geass user can also alter the memories of the target permanently, making him/her forget things that the geass user chooses.
The Seal Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
To activate the seal/unseal geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass user’s ME bonus.
The target can make a parry roll against the seal geass, but with a -2 penalty.
This seal/unseal geass ability can only be used once (1) per day.
The seal/unseal geass user can attack only one (1) target with the ability.
If the seal geass attempt is successful, the seal geass is rendered unusable permanently, or if it is unsealed.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
Penalties for using the Geass abilities.
Prolonged use of the Geass abilities will eventually subject geass users to harmful side-effects, that will prove damaging to them.
To determine if penalties are acquired, the following conditions must be met.
An attempt to use a geass ability has failed.
The GM will roll percentile dice (1d100) adding the PCs (geass user’s) ME score +5% per level of the geass user, and consult the table below
Geass User Failed Attempt Penalties
Dice Roll (1d100) | Penalty |
01-20 | Death |
21-22 | Lose Geass Ability, Coma for 1d8 weeks |
23-24 | Lose Geass Ability |
25-26 | Permanent Activation – geass eye cannot be deactivated; -20% to next 1d6 geass attempts |
27-29 | Insanity – 10 to ME; -20% to next 1d6 geass attempts |
30-32 | -30% to next 1d6 geass attempts |
33-34 | -20% to next 1d6 geass attempts |
35-36 | -10% to next 1d6 geass attempts |
37-38 | Lose 1d4 points of ME permanently |
39-40 | Lose 1d4 points of PP permanently |
41-42 | Lose 1d4 points of ME for 1d8 rounds |
43-44 | Lose 1d4 points of PP for 1d8 rounds |
45-46 | Lose 3d12 hit points |
47-48 | Lose 3d8 hit points |
49-50 | Lose 3d4 hit points |
51-52 | Penalty of – 6 to strike for 1d4 rounds |
53-54 | Penalty of – 4 to strike for 1d4 rounds |
55-56 | Penalty of – 2 to strike for 1d4 rounds |
57-58 | Penalty of – 6 to dodge and parry1d4 rounds |
59-60 | Penalty of – 4 to dodge and parry for 1d4 rounds |
61-62 | Penalty of – 2 to dodge and parry for 1d4 rounds |
63-64 | Fall Unconcious for the next 1d6 rounds (same as sleep effects; see above) |
65-66 | Hallucinations for the next 1d6 rounds (same as hallucination effects; see above) |
67-00 | No harmful effects |